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Uun

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Everything posted by Uun

  1. Outside of Provoke (the pool power) only tanks, brutes and scrappers have taunts. I agree that the ST scrapper taunt is useless and not worth taking. If you think tanker and brute Taunt (the power) is useless, you're using it wrong.
  2. The Force Feedback +recharge proc works in Trip Mine and goes off almost every time.
  3. The purpose of taunt powers is to cause foes to come to you. Working as intended.
  4. I have no issue with Assault being a power that requires no slots and only an endred enhancement. I take it on most of my builds.
  5. I see no reason to introduce the PVP mechanics to the PVE side of the game. Those mechanics were never accepted by the player base on live and, for the most part, PVP is nonexistent in HC.
  6. I was responding to the OP's question about slotting only the proc. If you want the set bonuses, definitely buy attuned.
  7. FWIW, I went Electricity Mastery and don't feel like I sacrificed performance. My primary is Rad Blast, so I already had lots of places to slot procs. Havoc Punch has higher DPA than the other epic melee attacks. Paralyzing Jolt gives me a second stun to stack with Cosmic Burst (and is also on a 16 second recharge).
  8. Not true. Procs don't follow the -3 level rule and will work as long as the power is available. A lvl 50 proc will work if you exemp down to lvl 15 as long as as the power it's slotted in is active at that level. There is no benefit to attuning procs. Not to be confused with globals (i.e., kb protection, LOTG +recharge, etc.), which do follow the -3 level rule. https://homecoming.wiki/wiki/Exemplar_Effects_on_Enhancements#Procs
  9. I had done Tina's arc and already had Anti-Matter. I had gotten Siege from Maria's non-arc mission. If you have 13 of the 14, Null will tell you which one you're missing. I ran Maria's other missions until I got the Diabolique graveyard mission and got the badge when I defeated her in that mission.
  10. Soloed Maria Jenkins arc, including the mission where you have to defeat Infernal and Diabolique. I defeated both and completed the mission. When I checked with Null the Gull after completing the arc, he said I hadn't defeated Diabolique. This was on a Beast/Traps MM. The only thing I can think of is that I sent the pets to chase Diabolique when she flew off and I was across the room when they defeated her.
  11. At higher levels (35+) the Resistance all have Targeting Drone. Primarily in Praetoria, but they do show up in Maria Jenkins arc. Their aggro range is ridiculous.
  12. You cannot resist the power of the dark side. You want a Dark/Dark controller.
  13. Sounds like Atomic Blast.
  14. Dual Pistols has Chemical Ammunition, which adds toxic damage to all attacks. So a Poison/DP defender? Thorny Assault for dominators has toxic DoT on all its attacks, but not sure what primary would work.
  15. Yes. Toggle powers that don't effect foes suppress when you're mezzed and don't need to be re-toggled when the mezz ends (Leadership, armors, etc.)
  16. That's what I did. I put the full Command of the Mastermind set in Dire Wolf, the full Mark of Supremacy Set in Lionesses and the 4 pet/recharge intensive pet procs in Wolves. With the T1 henchmen at -2, I don't feel like I'm losing that much damage. I also didn't want to lose the 6-piece bonuses on the ATOs.
  17. I don't consider either set to be weak or gimping your damage output, unless you're basing that on the lack of procs. If you were to 6-slot Thunderstrike, you would be at +143% for damage (far in excess of the ED max) and would be at +69% for accuracy, endurance and recharge. If you don't need the 6-piece set defense bonus, you can drop the dam/end and still be well over ED max for damage. 6-slotted Artillery provides +101% damage (over ED max), +90% recharge, +69% accuracy, +48% endurance and +26% range. The range enhancement is really useful in the 40-foot cones and would increase, not decrease damage output.
  18. Critical Strikes increases your chance to land a critical hit by 50% for 3.25 seconds. You want to slot it in the attack in your chain that you use before your heaviest hitting attack. Scrapper Strikes is a global bonus, not a proc. I usually slot it in a long recharge power, so in the case of WM I would put it in Clobber.
  19. For single target I cycle Blast, Bolt and Jet. Bolt has better DPA than Dehydrate and (along with Blast) can be used when mezzed. Storm Kick is great vs. bosses. It has 100% chance to knockdown and recharges quickly enough that you can juggle them while you hit them with Jet and Eagle's Claw. For AoE, Tidal Forces (w/ the Gaussian's BU proc) plus Geyser will take out everything but the bosses. Following with Steam Spray should finish them off. Steam Spray is almost double the damage of Water Burst. I use it all the time. Recommend slotting a set that includes +range. Burst of Speed into a spawn, drop Whirlpool at your feet. Assuming you have Reaction Time running, the spawn's movement speed should be floored and they will be running in place trying to avoid the Whirlpool. Cycle Water Burst and Dragon's Tail to finish them off.
  20. Here's my current build. It's a little unorthodox on the armor/defense, but I find it very sturdy even without soft capped defenses.
  21. Currently, they are separate buffs in addition to the 20% -res on the target. If you trigger Vulnerability with your T1, Offensive Opportunity provides all your attacks with a +dmg proc for 15 seconds. If you trigger Vulnerability with your T2, Defensive Opportunity gives all your attacks a self heal and endurance recovery for 15 seconds. The endurance buff is probably the most valuable.
  22. BTW, the suppression is 10 seconds. It's triggered by you attacking a foe, clicking an object or being hit by a foe.
  23. What would you do with the Offensive Opportunity and Defensive Opportunity self buffs?
  24. I leveled a sentinel recently. I found it was a bit lackluster on the way up, but once fully IOed and fit out with Incarnates, it's really durable and the damage is pretty respectable. It doesn't play like a blaster or a corruptor.
  25. Crane Kick needs a KB>KD. Add slots to Static Shield. In addition to your mezz protection, it's also your psi resistance. Unless you need the set bonuses, drop slots from Combat Jumping. The defense isn't worth enhancing. Tough needs end reduction. Could also take more resists. Drop slots from Weave. It's over enhanced and you're not getting any set bonuses to speak of. Add slots to Energize. It's a good heal and worth enhancing. Add the 5th and 6th pieces of Mako's to Eagle's Claw for the S/L resist and ranged defense. Drop slots from Power Sink. It's auto hit and doesn't require accuracy. The Performance Shifter proc should go in Stamina or Physical Perfection. Are you sure you want your travel powers at 47 and 49? I assume this isn't a leveling build, but will be problematic if you exemp down.
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